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<td align="left" class="titleTableTitle">Papervision3D 2.1 日本語 リファレンスガイド</td><td align="right" class="titleTableTopNav"><a onclick="loadClassListFrame('../../../all-classes.html')" href="../../../package-summary.html">All&nbsp;Packages</a>&nbsp;|&nbsp;<a onclick="loadClassListFrame('../../../all-classes.html')" href="../../../class-summary.html">All&nbsp;Classes</a>&nbsp;|&nbsp;<a onclick="loadClassListFrame('../../../index-list.html')" href="../../../all-index-A.html">Index</a>&nbsp;|&nbsp;<a href="../../../index.html?org/papervision3d/materials/BitmapMaterial.html&amp;org/papervision3d/materials/class-list.html" id="framesLink1">Frames</a><a onclick="parent.location=document.location" href="" style="display:none" id="noFramesLink1">No&nbsp;Frames</a></td><td rowspan="3" align="right" class="titleTableLogo"><img alt="Adobe Logo" title="Adobe Logo" class="logoImage" src="../../../images/logo.jpg"></td>
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<td align="left" id="subTitle" class="titleTableSubTitle">Class&nbsp;BitmapMaterial</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">Properties</a>&nbsp;| <a href="#methodSummary">Methods</a></td>
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<td class="classHeaderTableLabel">Package</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.papervision3d.materials</a></td>
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<td class="classHeaderTableLabel">Class</td><td class="classSignature">public class BitmapMaterial</td>
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<td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">BitmapMaterial <img class="inheritArrow" alt="Inheritance" title="Inheritance" src="../../../images/inherit-arrow.gif"> org.papervision3d.core.material.TriangleMaterial</td>
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<td class="classHeaderTableLabel">Implements</td><td><a href="../core/render/draw/ITriangleDrawer.html">ITriangleDrawer</a></td>
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<td class="classHeaderTableLabel">Subclasses</td><td><a href="../materials/BitmapAssetMaterial.html">BitmapAssetMaterial</a>, <a href="../materials/BitmapColorMaterial.html">BitmapColorMaterial</a>, <a href="../materials/BitmapFileMaterial.html">BitmapFileMaterial</a>, <a href="../materials/BitmapViewportMaterial.html">BitmapViewportMaterial</a>, <a href="../materials/MovieMaterial.html">MovieMaterial</a></td>
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<p></p>
 <span lang="ja">BitmapMaterial クラスは、BitmapData オブジェクトからテクスチャーを作成します。
 マテリアルは、レンダリングされる時にどの様にオブジェクトが現れるかのデータを集めます。</span>
 
 <span lang="en">The BitmapMaterial class creates a texture from a BitmapData object.
 Materials collect data about how objects appear when rendered.</span>
  <p></p>
<br>
<hr>
</div>
<a name="propertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">Public Properties</div>
<table id="summaryTableProperty" class="summaryTable " cellpadding="3" cellspacing="0">
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<th>&nbsp;</th><th colspan="2">Property</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#AUTO_MIP_MAPPING">AUTO_MIP_MAPPING</a> : Boolean = false<div class="summaryTableDescription">[static]
   <span lang="ja">mip mapping が強制されているかどうかを示します。</span>
   <span lang="en">Indicates if mip mapping is forced.</span>
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#MIP_MAP_DEPTH">MIP_MAP_DEPTH</a> : Number = 8<div class="summaryTableDescription">[static]
   <span lang="ja">mip mapping のレベルを強制します。</span>
   <span lang="en">Levels of mip mapping to force.</span>
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#pixelPrecision">pixelPrecision</a> : int<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#precise">precise</a> : Boolean<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#precision">precision</a> : int<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#precisionMode">precisionMode</a> : int<div class="summaryTableDescription">
   <span lang="ja">正確なテクスチャーレンダリングのために、どの様に三角形が作成されるかを示します。</span>
   
   <span lang="en">Precision mode indicates how triangles are created for precise texture render.</span>
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#texture">texture</a> : Object<div class="summaryTableDescription">
  テクスチャーオブジェクトです。
  </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#uvMatrices">uvMatrices</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
</table>
</div>
<a name="protectedPropertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">Protected Properties</div>
<table id="summaryTableProtectedProperty" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">Property</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_triMap">_triMap</a> : Matrix<div class="summaryTableDescription">[static]</div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
</table>
</div>
<a name="methodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">Public Methods</div>
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<th>&nbsp;</th><th colspan="2">Method</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#BitmapMaterial()">BitmapMaterial</a>(asset:BitmapData = null, precise:Boolean = false)</div>
<div class="summaryTableDescription">
  <span lang="ja">BitmapMaterial クラスは、BitmapData オブジェクトからテクスチャーを作成します。</span>
  <span lang="en">The BitmapMaterial class creates a texture from a BitmapData object.</span>
    </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#clone()">clone</a>():<a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a>
</div>
<div class="summaryTableDescription">
  <span lang="ja">マテリアルのコピーを作成します。</span>
  
  <span lang="en">Creates a copy of the material.</span>
    </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#copy()">copy</a>(material:<a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a>):void</div>
<div class="summaryTableDescription">
  <span lang="ja">マテリアルのプロパティをコピーします。</span>
  
  <span lang="en">Copies the properties of a material.</span>
    </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#destroy()">destroy</a>():void</div>
<div class="summaryTableDescription">
   破棄します。
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#drawTriangle()">drawTriangle</a>(tri:RenderTriangle, graphics:Graphics, renderSessionData:RenderSessionData, altBitmap:BitmapData = null, altUV:Matrix = null):void</div>
<div class="summaryTableDescription">
    drawTriangle
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#resetMapping()">resetMapping</a>():void</div>
<div class="summaryTableDescription">
  <span lang="ja">マッピング座標を取得します。テクスチャーがリサイズされる時に使用されます。</span>
  <span lang="en">Resets the mapping coordinates.</div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#resetUVS()">resetUVS</a>():void</div>
<div class="summaryTableDescription">
   resetUVMatrices();
   
   <span lang="ja">再計算に使えるように、事前に計算された UV マトリックスを取得します。</span>
   
   <span lang="en">Resets the precalculated uvmatrices, so they can be recalculated</span>
   </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#toString()">toString</a>():String</div>
<div class="summaryTableDescription">
  <span lang="ja">指定された BitmapMaterial オブジェクトでマテリアルのプロパティを描写する string 値を取得します。</span>
  
  <span lang="en">Returns a string value representing the material properties in the specified BitmapMaterial object.</span>
    </div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#transformUV()">transformUV</a>(face3D:<a href="../core/geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</div>
<div class="summaryTableDescription">
  <span lang="ja">三角形にアップデートした UV テクスチャーマッピングの値を適用します。これは、レンダリングのスピードアップの為に要求されます。</span>
  
  <span lang="en">Applies the updated UV texture mapping values to the triangle.</div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#transformUVRT()">transformUVRT</a>(tri:RenderTriangle):Matrix</div>
<div class="summaryTableDescription">
  <span lang="ja">三角形にアップデートした UV テクスチャーマッピングの値を適用します。これは、レンダリングのスピードアップの為に要求されます。</span>
  
  <span lang="en">Applies the updated UV texture mapping values to the triangle.</div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
</table>
</div>
<a name="protectedMethodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">Protected Methods</div>
<table id="summaryTableProtectedMethod" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">Method</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#correctBitmap()">correctBitmap</a>(bitmap:BitmapData):BitmapData</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#createBitmap()">createBitmap</a>(asset:BitmapData):BitmapData</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#createRenderRecStorage()">createRenderRecStorage</a>():void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#extendBitmapEdges()">extendBitmapEdges</a>(bmp:BitmapData, originalWidth:Number, originalHeight:Number):void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BitmapMaterial</td>
</tr>
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<a name="propertyDetail"></a>
<div class="detailSectionHeader">Property detail</div>
<a name="AUTO_MIP_MAPPING"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">AUTO_MIP_MAPPING</td><td class="detailHeaderType">property</td>
</tr>
</table>
<div class="detailBody">
<code>public static var AUTO_MIP_MAPPING:Boolean = false</code><p>
   <span lang="ja">mip mapping が強制されているかどうかを示します。</span>
   <span lang="en">Indicates if mip mapping is forced.</span>
   </p></div>
<a name="MIP_MAP_DEPTH"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">MIP_MAP_DEPTH</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public static var MIP_MAP_DEPTH:Number = 8</code><p>
   <span lang="ja">mip mapping のレベルを強制します。</span>
   <span lang="en">Levels of mip mapping to force.</span>
   </p></div>
<a name="pixelPrecision"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">pixelPrecision</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>pixelPrecision:int</code>&nbsp;&nbsp;[read-write]<span class="label">Implementation</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get pixelPrecision():int</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set pixelPrecision(value:int):void</code>
<br>
</div>
<a name="precise"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">precise</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>precise:Boolean</code>&nbsp;&nbsp;[read-write]<span class="label">Implementation</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get precise():Boolean</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set precise(value:Boolean):void</code>
<br>
</div>
<a name="precision"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">precision</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>precision:int</code>&nbsp;&nbsp;[read-write]<span class="label">Implementation</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get precision():int</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set precision(value:int):void</code>
<br>
</div>
<a name="precisionMode"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">precisionMode</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var precisionMode:int</code><p>
   <span lang="ja">正確なテクスチャーレンダリングのために、どの様に三角形が作成されるかを示します。</span>
   
   <span lang="en">Precision mode indicates how triangles are created for precise texture render.</span>
   </p></div>
<a name="texture"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">texture</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>texture:Object</code>&nbsp;&nbsp;[read-write]<p>
  テクスチャーオブジェクトです。
  </p><span class="label">Implementation</span>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function get texture():Object</code>
<br>
<code>&nbsp;&nbsp;&nbsp;&nbsp;public function set texture(value:Object):void</code>
<br>
</div>
<a name="_triMap"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">_triMap</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected static var _triMap:Matrix</code>
</div>
<a name="uvMatrices"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">uvMatrices</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var uvMatrices:Dictionary</code>
</div>
<a name="constructorDetail"></a>
<div class="detailSectionHeader">Constructor detail</div>
<a name="BitmapMaterial()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">BitmapMaterial</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">constructor</td>
</tr>
</table>
<div class="detailBody">
<code>public function BitmapMaterial(asset:BitmapData = null, precise:Boolean = false)</code><p>
  <span lang="ja">BitmapMaterial クラスは、BitmapData オブジェクトからテクスチャーを作成します。</span>
  <span lang="en">The BitmapMaterial class creates a texture from a BitmapData object.</span>
    </p><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">asset</span>:BitmapData</code> (default = <code>null</code>)<code></code> &mdash;    A BitmapData object.
  </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">precise</span>:Boolean</code> (default = <code>false</code>)<code></code></td>
</tr>
</table>
</div>
<a name="methodDetail"></a>
<div class="detailSectionHeader">Method detail</div>
<a name="clone()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">clone</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td>
</tr>
</table>
<div class="detailBody">
<code>public override function clone():<a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a></code><p>
  <span lang="ja">マテリアルのコピーを作成します。</span>
  
  <span lang="en">Creates a copy of the material.</span>
    </p><p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a></code> &mdash; 
                        A newly created material that contains the same properties.
  
                        
                     </td>
</tr>
</table>
</div>
<a name="copy()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">copy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function copy(material:<a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a>):void</code><p>
  <span lang="ja">マテリアルのプロパティをコピーします。</span>
  
  <span lang="en">Copies the properties of a material.</span>
    </p><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">material</span>:<a href="../core/proto/MaterialObject3D.html">MaterialObject3D</a></code> &mdash; Material to copy from.
  </td>
</tr>
</table>
</div>
<a name="correctBitmap()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">correctBitmap</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function correctBitmap(bitmap:BitmapData):BitmapData</code><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">bitmap</span>:BitmapData</code></td>
</tr>
</table>
<p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>BitmapData</code></td>
</tr>
</table>
</div>
<a name="createBitmap()"></a>
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<tr>
<td class="detailHeaderName">createBitmap</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function createBitmap(asset:BitmapData):BitmapData</code><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">asset</span>:BitmapData</code></td>
</tr>
</table>
<p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>BitmapData</code></td>
</tr>
</table>
</div>
<a name="createRenderRecStorage()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">createRenderRecStorage</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function createRenderRecStorage():void</code>
</div>
<a name="destroy()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">destroy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function destroy():void</code><p>
   破棄します。
   </p></div>
<a name="drawTriangle()"></a>
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<tr>
<td class="detailHeaderName">drawTriangle</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function drawTriangle(tri:RenderTriangle, graphics:Graphics, renderSessionData:RenderSessionData, altBitmap:BitmapData = null, altUV:Matrix = null):void</code><p>
    drawTriangle
   </p><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">tri</span>:RenderTriangle</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">graphics</span>:Graphics</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">renderSessionData</span>:RenderSessionData</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">altBitmap</span>:BitmapData</code> (default = <code>null</code>)<code></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">altUV</span>:Matrix</code> (default = <code>null</code>)<code></code></td>
</tr>
</table>
</div>
<a name="extendBitmapEdges()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">extendBitmapEdges</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected function extendBitmapEdges(bmp:BitmapData, originalWidth:Number, originalHeight:Number):void</code><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">bmp</span>:BitmapData</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">originalWidth</span>:Number</code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">originalHeight</span>:Number</code></td>
</tr>
</table>
</div>
<a name="resetMapping()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">resetMapping</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function resetMapping():void</code><p>
  <span lang="ja">マッピング座標を取得します。テクスチャーがリサイズされる時に使用されます。</span>
  <span lang="en">Resets the mapping coordinates. Use when the texture has been resized.</span>
  </p></div>
<a name="resetUVS()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">resetUVS</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function resetUVS():void</code><p>
   resetUVMatrices();
   
   <span lang="ja">再計算に使えるように、事前に計算された UV マトリックスを取得します。</span>
   
   <span lang="en">Resets the precalculated uvmatrices, so they can be recalculated</span>
   </p></div>
<a name="toString()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">toString</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function toString():String</code><p>
  <span lang="ja">指定された BitmapMaterial オブジェクトでマテリアルのプロパティを描写する string 値を取得します。</span>
  
  <span lang="en">Returns a string value representing the material properties in the specified BitmapMaterial object.</span>
    </p><p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>String</code> &mdash; A string.
  </td>
</tr>
</table>
</div>
<a name="transformUV()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">transformUV</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function transformUV(face3D:<a href="../core/geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</code><p>
  <span lang="ja">三角形にアップデートした UV テクスチャーマッピングの値を適用します。これは、レンダリングのスピードアップの為に要求されます。</span>
  
  <span lang="en">Applies the updated UV texture mapping values to the triangle. This is required to speed up rendering.</span>
    </p><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">face3D</span>:<a href="../core/geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Matrix</code></td>
</tr>
</table>
</div>
<a name="transformUVRT()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">transformUVRT</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function transformUVRT(tri:RenderTriangle):Matrix</code><p>
  <span lang="ja">三角形にアップデートした UV テクスチャーマッピングの値を適用します。これは、レンダリングのスピードアップの為に要求されます。</span>
  
  <span lang="en">Applies the updated UV texture mapping values to the triangle. This is required to speed up rendering.</span>
    </p><span class="label">Parameters</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">tri</span>:RenderTriangle</code></td>
</tr>
</table>
<p></p>
<span class="label">Returns</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Matrix</code></td>
</tr>
</table>
</div>
<br>
<br>
<hr>
<br>
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